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"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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<blockquote data-quote="Indaarys" data-source="post: 9342255" data-attributes="member: 7040941"><p>Which is how I'd describe narratavist games. </p><p></p><p>This is why I pointed out that the phrase "emergent narrative" is not some idiosyncrasy; it has a specific meaning. </p><p></p><p>The story doesn't have to exist as a coherent narrative in the game's text to still be curated and enforced. </p><p></p><p>That, for the record, is also just a part and parcel aspect of all games. The moment you make your game "about" something, you're curating a specific set of possible narratives. That's where people into the OSR, and those that eventually boil the whole thing down to FKR, are coming from when they reject the need for any robust systems or theming of any kind. </p><p></p><p>When you get into narrativist games, these systems you can play with are leveraged for hyper focus, further narrowing the possibility space. And its necessary for those kinds of games, because they invariably collapse much of if not all of the gameplay out of the experience aside from the inherent improv game. Its why PBTA isn't a system. </p><p></p><p><em>The only thing they can do to sell themselves as X experience is to force the narrative beats of that experience</em>. </p><p></p><p>An emergent experience doesn't work like that, however. </p><p></p><p></p><p></p><p>Not at all. You don't need a preconceived or meta plot to have a writers room. That's actually contradictory to both what the term refers to and what it implies in a colloquial sense. </p><p></p><p>You get into writers room dynamics when you position play as a story and then have players having to negotiate over the next game state. If you've <em>ever</em> played a narrativist game and had to stop and decide what move was gonna get invoked or how a given scene was gonna play out, you were in a writers room. </p><p></p><p>The writers room isn't about <em>plotting</em>, it's about telling a story. And that is a <em>big</em> difference. </p><p></p><p></p><p></p><p>Your post doesn't really address the contention at hand, however.</p><p></p><p>You previously said you cannot Design without listening. Iteration is the only way you can actually incorporate feedback on what you designed.</p></blockquote><p></p>
[QUOTE="Indaarys, post: 9342255, member: 7040941"] Which is how I'd describe narratavist games. This is why I pointed out that the phrase "emergent narrative" is not some idiosyncrasy; it has a specific meaning. The story doesn't have to exist as a coherent narrative in the game's text to still be curated and enforced. That, for the record, is also just a part and parcel aspect of all games. The moment you make your game "about" something, you're curating a specific set of possible narratives. That's where people into the OSR, and those that eventually boil the whole thing down to FKR, are coming from when they reject the need for any robust systems or theming of any kind. When you get into narrativist games, these systems you can play with are leveraged for hyper focus, further narrowing the possibility space. And its necessary for those kinds of games, because they invariably collapse much of if not all of the gameplay out of the experience aside from the inherent improv game. Its why PBTA isn't a system. [I]The only thing they can do to sell themselves as X experience is to force the narrative beats of that experience[/I]. An emergent experience doesn't work like that, however. Not at all. You don't need a preconceived or meta plot to have a writers room. That's actually contradictory to both what the term refers to and what it implies in a colloquial sense. You get into writers room dynamics when you position play as a story and then have players having to negotiate over the next game state. If you've [I]ever[/I] played a narrativist game and had to stop and decide what move was gonna get invoked or how a given scene was gonna play out, you were in a writers room. The writers room isn't about [I]plotting[/I], it's about telling a story. And that is a [I]big[/I] difference. Your post doesn't really address the contention at hand, however. You previously said you cannot Design without listening. Iteration is the only way you can actually incorporate feedback on what you designed. [/QUOTE]
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